OK, so no new sounds. I tried a ton of stuff with burst fire modes in the last few days, and I know it seems easy but it's very glitchy...Post that burst code here!

And yes, suppressed weapons will change rounds to non-tracers. I might lower the velocity of them too.
I'm having a little bit of a problem with the animations for the silencers, for some reason they can get inverted even though the code is fine, like the animations themselves are screwed up. I'll keep working on it.

OK, so no new sounds. I tried a ton of stuff with burst fire modes in the last few days, and I know it seems easy but it's very glitchy...Post that burst code here!

And yes, suppressed weapons will change rounds to non-tracers. I might lower the velocity of them too.
I'm having a little bit of a problem with the animations for the silencers, for some reason they can get inverted even though the code is fine, like the animations themselves are screwed up. I'll keep working on it.

I have some relatively stable silencer code you could maybe use, I ran into that problem a few months ago and found a way to fix it (I forget what it was), but I figured ALT key to silence and e to change fire rate would be more usable.
Ill put the essential parts of the burst code and silencer code up here, but you picked kinda the worst time, as the power just went out (on a pleasant sunny day too D: ) and this isn't my gaming computer, which has all the code.
Might be tomorrow or 5 mins before power comes back on, idk.

Now for theGREAT AND ALMIGHTY BURST CODE MAUAAHAHA
Just copy-paste this into a new shared file for the burst base, put all the M16s on it and enjoy!
Credit to Nerdeboy here on Facepunch for the timer.simple layout, he doesn't know it but he made this possible!

OK, so no new sounds. I tried a ton of stuff with burst fire modes in the last few days, and I know it seems easy but it's very glitchy...Post that burst code here!

And yes, suppressed weapons will change rounds to non-tracers. I might lower the velocity of them too.
I'm having a little bit of a problem with the animations for the silencers, for some reason they can get inverted even though the code is fine, like the animations themselves are screwed up. I'll keep working on it.

You sure you don't want me to get sounds from BF3? I've already recorded M16 sounds and they sound pretty good. (since there's no way to extract them straight from the game afaik)

I have a weird problem with the gun sounds, all the simi-auto guns have full firing sound, but with the automatic weapons, if i manual single shoot then, the sound works fine, but if i fire them full-auto, the first bullet sounds and it does quit, still firing, and the final bullet sounds. that's it. yes i installed the sound scripts correctly

The only problems that I have with this is that I can't hear any gun sounds (I did install the sound fix that came with the GDCW Explosives) and the scope aiming sensitivity is super high. I have to turn the dpi on my mouse down to even aim correctly.

The only problems that I have with this is that I can't hear any gun sounds (I did install the sound fix that came with the GDCW Explosives) and the scope aiming sensitivity is super high. I have to turn the dpi on my mouse down to even aim correctly.

Other than that, its a really good SWEP pack. :D

There should be a txt file in the SVN. Read that, it explains the mysteries of the universe.

Is it possible to make the guns jam every once in a while. Like where there is an option to enable it, and/or how easily you want it to jam. And a like cleaning option. Im not trying to ask for a ton which that is. I am just stating that would be cool.

Sorry but I'm really busy now. I'm thinking it should be released between 2 and 3 weeks from now once I have time to finish it.

Hey Gen if you didn't read my comment on your profile I'm going to work on a small but detailed part of this pack that will make it look better. I'm going to make it so each bullet is actually a bullet instead of the led model. I'll pm you the changes when I'm done.

Hey Gen if you didn't read my comment on your profile I'm going to work on a small but detailed part of this pack that will make it look better. I'm going to make it so each bullet is actually a bullet instead of the led model. I'll pm you the changes when I'm done.

How high poly are the models? I'm concerned that if we have a weapon that fires fast there'll be a lot of these on screen and could make the lag problem worse than it already is. Aside from that, great job.

There's a folder in the addon called scripts. Move it to the main garrysmod folder, this is the second garrysmod folder where most of the stuff is stored.

By the way for those who are having the same problem read this post because it's going to be annoying if anybody else keeps saying that their sound doesn't work. Yet I've been through the same problem before and I fixed it before so yeah, it is hard at first but you will be able to do it yourself hopefully.

OK, so playing with this on the beta it seems like everything except the sounds works. Any help? Garry changed the way finding files works, so it gets an error in GDCW_sound.lua, which is easily fixed. Just putting it in scripts doesn't work, though. I can't exactly figure out what's wrong, so I thought I'd just report it here. The sounds are in the script folder and everything, so I'm guessing it has something to do with the update, so just a heads up.

Why is the tracer on the ak47 rounds green? doesnt seem realistic to me.

http://en.wikipedia.org/wiki/Tracer_rounds
"Russian and Chinese tracer ammunition generates red or green light using barium salts."
Somewhat related, I wonder if the tracer aspect of GDCW bullets could be made closer to real life? Like how usually tracer bullets are loaded towards the end of the magazine so the shooter can know they'll have to reload soon? Maybe not 100% practical to code for Gmod (maybe something in the think or primaryattack function getting, say, self.weapon.Clip1() = 3 or 5, then changing the primaryround to tracer bullets, not sure if that'd work) , but would be cool if possible.

In relation to the sound scripting problems, it seems gmod13 always loads the default sounds manifest and ignores any custom version, meaning custom sounds are screwed unless played directly through lua. :( If you feel like getting, hacky, though, you can pick your favorite map for GDCW sweps, then rename the game.sounds.manifest included with GDCW to "thatmapsname_level_sounds" (example; gm_flatgrass_13_level_sounds), then put that in the maps folder, and it should load all the custom sounds , though only when you play that map :(

http://en.wikipedia.org/wiki/Tracer_rounds
"Russian and Chinese tracer ammunition generates red or green light using barium salts."
Somewhat related, I wonder if the tracer aspect of GDCW bullets could be made closer to real life? Like how usually tracer bullets are loaded towards the end of the magazine so the shooter can know they'll have to reload soon? Maybe not 100% practical to code for Gmod (maybe something in the think or primaryattack function getting, say, self.weapon.Clip1() = 3 or 5, then changing the primaryround to tracer bullets, not sure if that'd work) , but would be cool if possible.

In relation to the sound scripting problems, it seems gmod13 always loads the default sounds manifest and ignores any custom version, meaning custom sounds are screwed unless played directly through lua. :( If you feel like getting, hacky, though, you can pick your favorite map for GDCW sweps, then rename the game.sounds.manifest included with GDCW to "thatmapsname_level_sounds" (example; gm_flatgrass_13_level_sounds), then put that in the maps folder, and it should load all the custom sounds , though only when you play that map :(